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Suggestion: Hard Limit On Rocket Launchers To 3.


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#61 Cato Zilks

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Posted 30 June 2017 - 12:01 PM

View PostMonkey Lover, on 29 June 2017 - 07:34 PM, said:


javelin run wasn't so good. Limited tubes? and bad shot i guess. Only 93 dmg



Archer run was a lot better. Got lucky and saw the optimal conditions , hit one in the back and other had a bad jump in front of me.
One thing to notice is it only took 144 dmg to kill two mechs. The jenner2c has a 72 alpha with srm6.

I agree they should limit how many you can fire at once but we shouldn't make them junk weapons.

This is exactly why we should leave these be. You blew your load on two mechs that stood still directly in front of you. We could have done this with an SRM bushie and still had more shots: http://mwo.smurfy-ne...0386db72e2cdf4f

These are oneshot weapons with big spread so you need to be point blank. They are hardly game breaking.

#62 Monkey Lover

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Posted 30 June 2017 - 12:19 PM

View PostCato Zilks, on 30 June 2017 - 12:01 PM, said:

This is exactly why we should leave these be. You blew your load on two mechs that stood still directly in front of you. We could have done this with an SRM bushie and still had more shots: http://mwo.smurfy-ne...0386db72e2cdf4f

These are oneshot weapons with big spread so you need to be point blank. They are hardly game breaking.


What worries me is more doing a good build with the Archer. For example in this build I had the max std engine extra tonnage.

What if I put a lfe, 4 srm6 with Artemis lots of ammo and 6rl20. I have a bad feeling it would really hurt brawling. If I fired the srm6+ 3rl it would kill most mechs. I could do this twice and still have srm6 after.

I want to see the weapon powerful so you don't have to boat them but I don't want them to kill brawling. Limiting how many you can fire at once I thi K would be enough.

Edited by Monkey Lover, 30 June 2017 - 12:21 PM.


#63 Andi Nagasia

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Posted 30 June 2017 - 12:31 PM

i would say set the GH with them too,
3xRL10 = 17.5(55.5Damage)
2XRL15 = 26.25(52.5Damage)
1xRL20 = 35(35Damage)

this way you can get much more Burst Damage with 3RL20(3shots of 35)
but if you want more up front you can take 3RL10 for a one shot of 55.5 Damage(17.5 x 3),

#64 MechanicalWraith

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Posted 30 June 2017 - 12:58 PM

View PostScout Derek, on 30 June 2017 - 07:59 AM, said:

As Monkey said, 35 Damage with a RL20.




This is the result of RL120 Hitting an Atlas with the above loadout. And it only did 188 damage, hit reg eating up one RL20.



That's a Cyclops-10-Q, 3 of your missile hardpoints are tube-limited and thus several rockets never existed.

In my opinion rockets are barely adequate in their role, namely deterring (somewhat) brawlers from running up to your face... Already they're moderately hot, further limited by ghost heat, and spread like MRMs. I've tried rocket heavy builds (CP-10-Q being my favourite) as well as fought against them without much difficulty. ~200 dmg is a lot on paper but due to GH you can't afford to alpha them, the damage gets spread all over the place unless the target is being absolutely brainless, in which case you're still better off carrying MRMs or SRMs because they require slightly less face-time to deploy the same damage, and are repeatable...

Edited by MechanicalWraith, 30 June 2017 - 01:00 PM.


#65 Scout Derek

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Posted 30 June 2017 - 02:43 PM

View PostMechanicalWraith, on 30 June 2017 - 12:58 PM, said:



That's a Cyclops-10-Q, 3 of your missile hardpoints are tube-limited and thus several rockets never existed.

In my opinion rockets are barely adequate in their role, namely deterring (somewhat) brawlers from running up to your face... Already they're moderately hot, further limited by ghost heat, and spread like MRMs. I've tried rocket heavy builds (CP-10-Q being my favourite) as well as fought against them without much difficulty. ~200 dmg is a lot on paper but due to GH you can't afford to alpha them, the damage gets spread all over the place unless the target is being absolutely brainless, in which case you're still better off carrying MRMs or SRMs because they require slightly less face-time to deploy the same damage, and are repeatable...


This is due to the new change today that they're so hot... can I ask you something....?

Did you look at the date this was made?

#66 MechanicalWraith

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Posted 30 June 2017 - 02:47 PM

View PostScout Derek, on 30 June 2017 - 02:43 PM, said:

This is due to the new change today that they're so hot... can I ask you something....?

Did you look at the date this was made?

Yeah I did, having played a CP-10-Q with 110 rockets much of the day, including about an hour before I posted.

Edit: I suppose I should have specified that my opinions were regarding rockets as of the time I first posted, my download speed means I missed the earliest testing, nevertheless what I said about the number of tubes on the CP-10-Q stands (not super relevant to the topic though)

Edited by MechanicalWraith, 30 June 2017 - 02:53 PM.






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